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Guest 6801718
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Oh, I'm not the only one who has adopted this philosophy of collaborating with my players. There are entire, very successful, game systems designed around this philosophy. Designed by people who decided to talk to their players. If you have valid reasons this didn't work for you, you haven't shared them. If you actually did try it and it didn't work, I'd actually like to hear why. It could help avoid pitfalls I may encounter down the line. You seem to be arguing for the sake of arguing. Saying that your players are more engaged now than they were before is by no means an indication that they are as engaged as they could be."Talk to your players" is not an offensive idea. This—
—is a bit offensive. Not what you're saying per se, but the implication that all GMs need to approach the game this way, and it'll make every GM's game better, because that's how it worked out for you. When it could—and in fact does, on occasion—go the opposite way.
By way of an example, that's how it worked for me, but if I were to stand up on a proverbial soapbox and holler out, "Hey, everybody! Y'all need to approach GMing the way I do now, because I used to do it one way, then I found a different way that worked better for me, so all-y'all need to fall in line!", you would rightly consider that asinine.
You're not doing what I'm doing; I'm not interested in doing what you're doing, at least not anymore; and that's okay.
And there it is. Bold of you to assume that others haven't tried what you propose and rejected it for one valid reason or another. This reeks of an unjustified teleology, where every GM is resting on some rung of the ladder of game-style progress, with the most permissive and collaborative approaches at the pinnacle.
For what it's worth, my players have never been more engaged than when I started running hard-landscape sandbox games with open tables, where players get to step on up and play the game I have on offer but don't have any say in the worldbuilding (both because the worldbuilding is already done, and because the game is mainly about exploration and discovery).
Then you've probably misunderstood what I'm getting at here. I'm talking about how GMing works in the broadest possible terms, irrespective of play-style. It's just a fact that the GM is in the business of managing player gratification, no matter whether they're doing something fudgy and neo-trad (placing a magical weapon perfectly spec'd for a player character's build in a chest in the very next room, on a mid-session whim to adjust the game's balance and reward the player for something) or something very OSR and hard-landscape (stocking a dungeon with randomly diced treasures six months before the campaign begins with no meaningful knowledge of what any player characters may be like). How the GM winds up going about it is beside the point.